L L4D2node

NPCPhysics_CreateSolver

0x007947a0 · 114 bytes · __cdecl

_Z23NPCPhysics_CreateSolverP11CAI_BaseNPCP11CBaseEntitybf

Decompiled

undefined (4 params)

/* NPCPhysics_CreateSolver(CAI_BaseNPC*, CBaseEntity*, bool, float) */

undefined4
NPCPhysics_CreateSolver(CAI_BaseNPC *param_1,CBaseEntity *param_2,bool param_3,float param_4)

{
  char cVar1;
  undefined4 uVar2;
  
  if (param_3) {
    cVar1 = PhysEntityCollisionsAreDisabled((CBaseEntity *)param_1,param_2);
    if (cVar1 != '\0') {
      return 0;
    }
  }
  else if (*(float *)(gpGlobals + 0xc) <= *(float *)(param_2 + 0x254)) {
    return 0;
  }
  uVar2 = CPhysicsNPCSolver::Create(param_1,param_2,param_3,param_4);
  return uVar2;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)